"Every victory brings me closer to the destruction of the Andro Army!"

TATSUNOKO VS CAPCOM BIO:

Tetsuya Azuma transformed himself from an ordinary human into the indestructible neoroider, Casshan. After his transformation, he awakened to awesome, newfound powers. He chooses to use these powers to fight against the android Braiking Boss, who has violently seized control of the world.

Casshan’s signature face mask and pulsar weapon is accompanied by neoroider abilities such as extendable legs and superhuman strength. He is joined by Friender, his robotic dog partner who has a variety of special powers, including the ability to transform into a number of useful machines.

CHARACTER ORGIN

Casshan first appeared in Neo-Human Casshern (Shinzo Ningen Kyashan), also known as Casshan, a 1973 Tatsunoko anime.

GAMEPLAY DETAILS

Casshan is a very powerful combo machine who lacks range, but makes up for it with his outstanding damage and setup potential. It takes some work to get in on the opponent, but once he starts a combo he can keep it going for some time thanks to his array of tools, with attacks that let him hit the opponent anywhere, even if they're down. He has high defense and is able to break through opponent's offense with his super armor knee attack, making him a great choice to deal with fast rushdown styled characters such as Karas or Zero. Casshan is also a fantastic teammate, with assists and supers that can aid a range of characters.

CHARACTER STATS

Difficulty: Intermediate

Style: high-damage, close combat fighter

Defensive power: Has high HP and some good defensive tricks, including super armor and Friender calls.

Offensive power: Very high. His combos do a lot of damage and are relatively simple. With the right assist he can easily top 30,000b in a single combo.

Approach strength: poor. He has some trouble getting in on characters at range and most of his attacks are somewhat short-ranged or slow to startup. Friender call is too slow to reliably use for pressure.

Combo ability: Very high. Can attack downed opponents and can loop his own combos naturally. His hits deal a lot of damage.

Meter Usage: Average. He uses meter to finish off his combos in many instances.

Key Techniques: Friender reset - using an assist to combo into a friender call, which allows him to loop his ground combo for more hits. Unblockable setups - with an assist and friender he can set up for unblockable damage on an opponent who's tagging in. Hitting grounded opponents - he uses many of his specials to hit opponents who have been knocked down, adding futher damage to his combos.

Partner Options: Casshan makes a great partner for many characters because of his assist. His strongest teammates are Frank West and Roll, as Roll's assist greatly helps him and the two are able to do some damaging combos together. Frank West needs Casshan's assist to do his most damaging combos, and his assist is good for letting Casshan get closer to the opponent.

Casshan charges his fist with power and punches the opponent. The Light Attack and Medium Attack versions of this move perform just the punch and work well in combos. The light attack causes stun, the Mid version causes stagger, and the strong version travels the furthest distance and can be charged to create an unblockable attack. The unblockable can be set up on the tag after beating the opponent's first character. By laying down a Strong Friender Call and using an assist, Casshern can confirm this unblockable for guaranteed damage on the tagging character.

BOULDER CHOP

FORWARD DOWN DOWN-FORWARD + ATTACK

Casshan does a chop which unleashes a wave of energy as it hits the ground. Because of its start-up, it is somewhat unsafe to use outside of a combo. The strength of the attack button used determines the speed and damage of the move. The hitbox is quite huge and it hits opponents who are down.

FRIENDER CALL

HALF CIRCLE BACK + ATTACK

Casshan whistles and calls his robot dog Friender for an assist. There are three different versions of this move. Friender can be hit by attacks, which will negate his action.

Light Attack:

Friender attempts to make a flying tackle. This attack must be blocked high by your opponent. It is very fast and can be used as an anti-air in some situations.

Medium Attack:

Friender will try to bite your opponent's leg. If Friender bites the opponent, they are stuck for a period of time allowing you to rush up to them and initiate a combo. This is one of Casshan's most useful attacks, as it can be used to 're-stand' an opponent, allowing Casshan to extend his ground string combos in ways that other characters can't.

Hard Attack

Friender runs to your side and breathes fire. It has short range but it can juggle for a few hits if the attack connects. Most commonly used for setting up unblockables in the corner against a tagging or rising opponent.

SHOOTING STAR KICK

IN AIRQUARTER CIRCLE FORWARD + ATTACK

Casshan performs a flying drill kick in the air. The Light and Medium Attack versions only differ in the angle of the attack with the Light Attack version being steeper. These two versions only hit once and have very fast start-up. The Hard Attack version is slower but does several hits. This attack will hit opponents who are down, making it a great way to add extra damage to knockdown combos.

CATAPULT KNEE

BACK DOWN DOWN-BACK + ATTACK

Casshan charges up and performs a jumping knee attack which must be blocked high by your opponent. During the first part of the attack Casshern has Super Armor before the actual knee comes out. The strength of the attack buton pressed determines the speed and the damage.

Casshan slams the ground, unleashing a large vertical column of energy. It does not have much horizontal range and is easy to punish if blocked, so only use this as an anti-air or in combos. This attack hits downed opponents, making it very useful in Delayed Hyper Combinations with certain characters.

SCRAP ANDROID

HALF CIRCLE FORWARD + ANY TWO ATTACKS

Casshan performs a few Denkou punches and then tosses the opponent up to Friender, who does a Hiza Kick. This attack is very powerful and is not as easy to punish as Brutal Axe if it misses or is blocked. This move is also great for Delayed Hyper Combos, since the first two hits cause stagger, allowing for it to set up into slower supers.

SUPER DESTRUCTION BEAM

BACK, DOWN, DOWN-BACK + ANY TWO ATTACKS

Casshan fires a large green laser beam which causes the enemy to explode if it hits. If the attack hits, it is extremely powerful. However, it is extremely slow and easy to avoid (the opponent can even duck under the beam and kick you), so it is best used to punish your opponent for leaving himself open, or combo into it from a medium denkou punch.

This is a useful assist as it can keep your opponent grounded. You can use it to get free damage and can also be used to give you some protection if your ground combo is blocked. Time the attack so that Casshern is hitting just as the ground combo ends.